Architect Archive

Thread: So a heavy harvester should cost about 2,400,000c now?

ChunkOfCheddar
Wed Oct 08, 2003 8:04 pm
#1

Why do weapon and armor smiths charge 20-50c/resource on the stuff they make when we architects typically price between 2-3cpu? The reason I always heard is that for our stuff the quality of the resources we use doesn't typically matter and we don't need to experiment anything (with a few exceptions). So now that we're going to have to experiment all our harvesters to make them useful, we get to charge 20+ cpu right? And why don't we double it since harvesters cost twice as much to operate now? Actually four times as much, since the power usage doubled too. Yeah, I'm slanting this post a bit, but I'm a little irate. And I would definitely rather waste 300 resources experimenting on a laser rifle until I got it just right then 20k-30k if I don't get good results on the kind of stuff we build.

I met an armorsmith tonight who wanted a clothing factory, and I told him prices just skyrocketed. He seemed to think (actually he told me) that the harvester nerf was trivial and suggested I talk to a "good" architect to learn my profession. I choked back my first two replies, then logged off. Guess I won't be selling any +40 crafting stations to him.
Goff_McMerrii
Thu Oct 09, 2003 2:29 am
#2









ChunkOfCheddar wrote:

So now that we're going to have to experiment all our harvesters to make them useful







You're badly informed: The efficiency as it always was will be the baseline, the "new" experimented Harvesters will have better stats then the current ones.










ChunkOfCheddar wrote:

And why don't we double it since harvesters cost twice as much to operate now?







Again wrong, cost of operation changed from (on personal Harvesters) from 15cr/30 minutes to 30cr/60 minutes, this is exactly the same. Nothing changed.








ChunkOfCheddar wrote:

Actually four times as much, since the power usage doubled too.




And wrong again (that was 3 times, you're out :smileywinkthis was an unintentially introduced bug as posted by Q-3PO and is going to be fixed soon:





Q-3POwrote:

We've got a huge list of Update Notes today. As you play, please let us know if you feel any of the notes are not accurate or if some change is missing.


We have no intentions of Stealth Nerfs. Sometimes we miss something and sometimes a new bug is introduced.


For example, in this update there is talk that Harvester maintenance and power consumption has doubled. This is not intended and we will investigate. If this is true, then it is a bug and we will get it fixed as soon as we can.


Kevin "Q-3PO" O'Hara
SWG Community Relations Manager






So... what was the basis for your rant again? Because, there is non left of those you've provided to start with. Oh and a suggestion: Have you ever tried to sell your harvesters (heavies) for 7 to 9 cpu? You'd be surpriced how many you'd sell in a short time IF you have them "by hand" and can provide them on the spot (not wait 1 week, not wait 1 day, not wait 1 hour, but NOW). Customers pay anything as long as they can get it NOW, not many (if not non) players are willing to wait 5 days for the harvesters to be ready. They might complain, try to get you to lower your price, but hey, that's why they are customer, it's what they've learned to do.



Goff McMerrii
Miner

Darkflinx
Thu Oct 09, 2003 4:15 am
#3

I had a couple heavy harvesters in my inventory that now have hopper capacities of 13k or so while all my others are 100k capacity. I even placed one of the 13k hopper ones and indeed it says 13k capacity after it's built and you look at the hopper size.




Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
SinisterFiend
Thu Oct 09, 2003 4:43 am
#4

Yes, this is messed up big time. **edit**? I have 16 deeded harvsters that their capacity all range from 14k-22k. I currently have 50 large harvs at the moment that are ok at 100k capacity. I redeeded one of them for it to become a crappy 16k. So....I am hoping for the devs to say that this is a bug and have it fixed in a reasonable time.


Experimentation and resources do matter now. I just recently made a large harv with crap resources and got a low capacity rate of 22k. I made one with better resources and got my capacity up to 120k.




Sinisterz Mysterio & Sugalipz Flirtasia Divine Warlords and Legion Of The New Republic)
Representing one of The New Republic's Finest guilds
Darkflinx
Thu Oct 09, 2003 4:50 am
#5

Well, I hope they do NOT fix it. It'll be nice for experimentation to finally matter for architects. Though getting our experiementation upped to +100 rather than +55 would be very nice.



Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
SinisterFiend
Thu Oct 09, 2003 5:14 am
#6

What? So your saying they should leave me and my 60 large harvs hanging? heh, Pretty **edit**ed up.


I hope you mean they should fix it for the newly made architectural stuff. That I can understand but why should I suffer with the premade 60 large harvs with 14k capacity? That's about 7,200,000 credits all wasted. Don't forget about my time, effortand the money I have to payto rent peoples lots, so let's increase that to 8 million credits invested now down the drain if they don't fix this.




Sinisterz Mysterio & Sugalipz Flirtasia Divine Warlords and Legion Of The New Republic)
Representing one of The New Republic's Finest guilds
DrakeOlis
Thu Oct 09, 2003 5:15 am
#7

IT IS NOT A BUG it is justr how things are ... your harvesters got set to what the quality of resource used to make it would have made it unexper.



Drake Olis --- Questing for FS and BH and happy as can be
Bermag
Thu Oct 09, 2003 8:06 am
#8

I am so tired of hearing architects whine about weapon pricing compared to structure prices.

It is a demand and supply that affect prices. The resource cost only affect what the price you are willing to sell for (supply).

Also, remember that high-end weapons require named resources. Some of those are priced a lot higher than 3 units, especially if they haven't spawned for a while. And resource quality is always important.

Another thing is that it is hard to make a living as a weaponsmith before you are a master. it means grinding a lot. An architect can make sellable stuff from the start. And there are a lot more resources in architect stuff which make grinding faster.

Yes, your profession has problems and that is decreasing demand. When all people have bought the structures they need then there is no need to buy more. However, I think it will take a lot longer than you think. Many people will upgrade their harvesters from medium to heavy etc. I think that at least harvesters should decay (would be annoying if house was decaying and you have to replace it). This would make an ongoing demand.



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Skeld101
Thu Oct 09, 2003 8:14 am
#9

I thought I saw a post that the reduced hopper sizes were not going live and were in fact being removed from test due ot the outcry. Its utterly rediculous that I have to run to harvester everyday to empty the hopper.

Zul
Thu Oct 09, 2003 9:56 am
#10

Yes it is rediculous to go every day, thats why you will buy a new one The reason all the hoppers are crap is because no bothered to exeperiment on them when they were made with whatever was available at the time. A good experimented large will have capacity over 100k and extract over 7 whichi is the default before this patch. So, go buy a new one, but this time its going to cost you waht it is actually worth.


But really they will more than likely roll it back because people are upset that they paid 3creds or less per resource and got what they paid for.

Makros
Thu Oct 09, 2003 5:32 pm
#11

Consider this, before this patch, when creating a harvestor using 30K plus resources, we had 1 roll of the dice when we crafted the harvestor and anything other than a critical failure was a bingo. With the new system, anything less than a "Great Success" is not going to be nearly as marketable, and then you have to experiment maybe 3 or 4 times, each time getting something besides any kind of failure, or you got junk... so there is a pretty good chance you are going to hit a failure at some point. So just to compensate for the percentage of the time you are going to get a failure, you MUST raise prices.


I think it may be time to start working on weaponsmith experience. There just aren't that many people who are able or willing to pay the 500,000 plus credits that we will have to charge to make decent heavy harvestors.





--: : S : :--
: : S l i d e r : :
-Ahazi Server-
Master Architect
Master Merchant
Nov. Weaponsmith
Kyreal
Fri Oct 10, 2003 3:18 am
#12

architect resource requirements make architect UNCOMPARABLE to any other crafting profession. im tired of reading the same ole arguments about pricing etc.


quality SHOULD be counted in weapons and armor, they directly involve your characters life or death in the game, hence they SHOULD cost quite a bit of credits for a good weapon or armor.


now on the other hand, an architect has to have "insane" quantities of resources plus factory components to make their structures and harvesters. Experimentation is just stupid to try as your points and assembly bonuses are only half as good as other crafting professions. It is not worth it to experiment on a harvester, get a failure and u have to trash the 30k resources u just used to craft the item. remember that Ore is not in percentages like copper or steel etc, it takes LONGER to get the needed ore per day than any other resource.


personally, experimentation should be removed from architect or resource requirements should be lowered to compensate while giving us the full 100 assembly points that as master u should have.


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